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Ramikad

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Everything posted by Ramikad

  1. The error showing 72 bones probably means that the model is rigged to the JK2 skeleton. You should import the model with the _humanoid skeleton from JK2.
  2. The only map that comes to mind is this one: http://mrwonko.de/jk3files/Jedi%20Academy/Maps/Multiple%20Gamemodes/112671/ However it has none of the features you described. A quick search in nearby star systems showed no results, including a possible colmap.pk3. Seems like it's gone for good.
  3. The gist of UV mapping, very basically, is that you take the various shapes that the mesh is made of, and spread them on a 2D surface, which will then fit the texture itself. If the mesh is a single compact object, the unwrapping will usually produce a strange result, which in fact is created by the program trying to spread the map in only one seamless shape. You'll want to avoid this and instead rely on multiple parts (though still a single mesh), that in the UV map are detached from each other, so to have a clearer idea of what is where. To do this you'll need to play around with seams: they are basically marked edges that tell the program to split the UV map on those edges. Here's an example with a simple UV Sphere in Blender: All apparently normal, but the resulting UVMap is completely unworkable: So we're going to use seams on the edges of the sphere, which appear on the mesh as red-colored edges (note that you're not forced to follow any specific direction or shape for the seams): And this is the far more acceptable result after unwrapping the sphere with seams: One last thing to take care of before exporting as a .glm model: you have to split the seam edges, or you'll incur in the "UV Seam found!" error: Be careful though: splitting will literally double the number of vertexes affected by the split, as you can notice, and will also show a (minor) artifact in game due to the mesh being split (which can't really be helped with anyway): Hope this helped you a bit.
  4. If you're sure you're in Texture Mode, you should probably play around importing the various skin - a model is usually imported with the default skin.
  5. Ramikad

    Spoder

    215 downloads

    This mod adds a spoder NPC to the game. This mod is not meant to be serious, I made it in memory of the unknown little critter who died in Hairy Cerez's arms, or rather at his place. The model is bugged in Jedi Academy SP due to the absurd amount of geometry, which makes this probably the heaviest player model ever made. It behaves like a Wampa, so that means he has a chance to catch you and sometimes will leap at you. On the other hand, being in memory of the little critter, he's a ghost and thus you cannot attack him directly, though you can kill him with the weapons' splash damage. In short: if he comes for you, run for your life. That's how you turn a bug into a gameplay feature. To install, unpack the file Spoder.pk3 into your GameData/Base folder. To uninstall, remove the file Spoder.pk3 from the GameData/Base folder.
  6. Select the mesh, enter Edit Mode, switch to UV / Image Editor, then switch to Island Select mode, select all the apparent islands and move them around. In general when selecting an island you'll notice a slightly different color when something's buried under it.
  7. Are you 100% sure that all of the edges are split at seams? Some can be carefully hidden under a UV island. Damned pirates.
  8. Run through the various flare shaders in textures/flares. Be careful, though, because some flares will be seen through walls.
  9. Lol. The first release of JKG was a disaster because eezstreet's a bad coder? I've been there. Not only patching was pretty constant, but most of the infamous inventory bugs happened simply because they were not yet discovered. The MBII code is a mess because of eezstreet? I remember him noticing a ginormous amount of flaws from an older MBII code, and posting it on their forums, like with the various pass-through codes (it involved 8 lightsabers into a wall? Sounds like a song...). Same code that, at least in past versions, allowed to have infinite rockets with a trick involving signals. In short:
  10. Hm. Strange, I could swear that saving .tga 24 bit ended up showing a white-gray invalid texture in-game. Whatever, thanks for the clarification anyway.
  11. Now that you mention it, the typical parenting should be: - scene_root - model_root_0 - skeleton_rootWhile the picture shows the model_root_0 parented to the skeleton_root. Try parenting the model_root_0 to scene_root instead.
  12. http://deeplyobsessed.blogspot.it/2017/01/cantwell-prototype-x-wing-with-new.html
  13. I seem to remember that the only additions to Jedi Academy MP are Team Heal and Team Energize, as I don't recall ever seeing them in Jedi Outcast MP.
  14. Just avoid progressive .jpg, interlaced .png and save your .tga (uncompressed) with a resolution of 16 - haven't tested 32, but 24 doesn't work. Also make sure that your textures are a power of 2 (64x64, 512x512 etc). That's just about everything about problems with textures.
  15. No, most likely Star Wars: Everyone Joins Against Evil Emperor Clone Snoke.
  16. I'd also be up. I remember a long time ago having a small siege with friends up to like 4 or 5 in the morning
  17. To be honest the Skyline upload contains the original readme and the actual authors, although the license in the original file on JKHub mentions that it can't be shared or modified without permission.
  18. Whew. If just two or three glasses of Alto Wine did that shit to my psyche in my dreams, I wonder what the bottle of tonight will do to it... I should probably be scared.

    1. Show previous comments  6 more
    2. Bek

      Bek

      Call me when you're sober...

    3. IrocJeff

      IrocJeff

      Oxycotin gives me pretty wacky dreams when I have to take it.

    4. Ramikad

      Ramikad

      I discovered that wine is the best way to engage fights in my dreams. At least I ate something in that dream two days ago :D

  19. Only the Original Trilogy semi-official sequel was meant to have them, if I recall. Unfortunately the team only managed to publish a demo, and the mod was subsequently obliterated off ModDB.
  20. Does it work if you paint the vertexes manually (Edit Mode -> Object Data -> Vertex Groups)?
  21. Could that be this one? The wooden bridge seems to match: http://mrwonko.de/jk3files/Jedi%20Academy/Maps/Free%20For%20All/36640/
  22. She's briefly seen running away after being freed, at the beginning of Level 20 - BOC - The Crude. Aside from that she appears in the MP character selection screen. The JKE mod uses the model from Jedi Outcast. Besides wouldn't you want the satisfaction of having a proper Jan Ors?
  23. I agree. Unfortunately most photographic references on the Web of Angela Harry are microscopical or low res, or strangely matching the character. Maybe if we ask her a few pics...
  24. You have two options here: if you want to take screenshots in MP you can simply open the console and enter /devmapall <mapname> - you won't be able to play with anyone else than bots, but that way the camera console commands won't be protected anymore. I think you'll have to type the same command in SP to unlock the camera commands, so either devmapall <mapname> (without the "/" key, console commands won't work in SP if preceded by that key unlike MP) or, when already in a map, helpusobi 1. To change player model in SP you'll have to enter the console command playermodel <modelname> <skin> <skin> <skin> (perhaps playermodel <modelname> <skin> would suffice, but I'm not sure), respectively the .skin files for head, torso and legs. For example: playermodel kyle model_default model_default model_default.
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